FParticleSpriteVertexFactory

Vertex factory for rendering particle sprites.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ParticleVertexFactory.h

Include

#include "ParticleVertexFactory.h"

Syntax

class FParticleSpriteVertexFactory : public FParticleVertexFactoryBase

Remarks

Vertex factory for rendering particle sprites.

Constructors

Name Description

Public function

FParticleSpriteVertexFactory

(
    ERHIFeatureLevel::Type InFeatureLev...
)

Public function

FParticleSpriteVertexFactory

(
    EParticleVertexFactoryType InType,
    ERHIFeatureLevel::Type InFeatureLev...
)

Default constructor.

Functions

Name Description

Public function

bool

 

GetCustomAlignment()

Public function Const

FRHIShaderRe...

 

GetCutoutGeometrySRV()

Public function Const

int32

 

GetNumCutoutVerticesPerFrame()

Public function

FRHIUniformB...

 

GetSpriteUniformBuffer()

Retrieve the uniform buffer for this vertex factory.

Protected function

void

 

InitStreams()

Initialize streams for this vertex factory.

Public function Static

void

 

ModifyCompilationEnvironment

(
    const FVertexFactoryShaderPermutati...,
    FShaderCompilerEnvironment& OutEnv...
)

Can be overridden by FVertexFactory subclasses to modify their compile environment just before compilation occurs.

Public function

void

 

SetCustomAlignment

(
    bool bAlign
)

Public function

void

 

SetCutoutParameters

(
    int32 InNumCutoutVerticesPerFrame,
    FRHIShaderResourceView* InCuto...
)

Public function

void

 

SetDynamicParameterBuffer

(
    const FVertexBuffer* InDynamic...,
    uint32 StreamOffset,
    uint32 Stride
)

Set the source vertex buffer that contains particle dynamic parameter data.

Public function

void

 

SetInstanceBuffer

(
    const FVertexBuffer* InInstanc...,
    uint32 StreamOffset,
    uint32 Stride
)

Set the source vertex buffer that contains particle instance data.

Public function

void

 

SetNumVertsInInstanceBuffer

(
    int32 InNumVertsInInstanceBuffer
)

Public function

void

 

SetSpriteUniformBuffer

(
    const FParticleSpriteUniformBufferR...
)

Set the uniform buffer for this vertex factory.

Public function

void

 

SetTexCoordBuffer

(
    const FVertexBuffer* InTexCoor...
)

Public function

void

 

SetUsesDynamicParameter

(
    bool bInUsesDynamicParameter,
    uint32 Stride
)

Public function Static

bool

 

ShouldCompilePermutation

(
    const FVertexFactoryShaderPermutati...
)

Should we cache the material's shadertype on this platform with this vertex factory?

Overridden from FVertexFactory

Overridden from FRenderResource

Name Description

Public function Virtual

void

 

InitRHI()

Initialize the Render Hardware Interface for this vertex factory

Constants

Name

Description

StaticType

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